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That brown-green layer in the CPU section is actually "other", not "garbage collector", they just have confusingly close colors. And those spikes...
The mystery of the disappearing shadow was solved by me when I remembered that there's a small area of light probes, and in editor the shadows are...
Thank you, I'm following your advices from that other thread, fixing here and there, it helped to increase fps 50 -> 70, which is someting, though...
I'm trying to save performance on shadows, reducing their quality everywhere around HDRP. And it was going ok, until I did something, that caused...
I'm profiling GPU load and this is what it shows: [ATTACH] It's not quite clear what exactly can I change in the HDRP settings to increase...
I have a lot of vegetation in the scene. It's procedurally generated, non-static, so I suppose I have to rely on manually reducing the number of...
Thanks, guys. I have another question. [ATTACH] Is it correct that "Gfx.WaitForPresentOnGfxThread" segment means that GPU computations are the...
[ATTACH] So, there are 5 main parts in the frame: 1 - my code 3 - CPU part of HDRP code But what are 2, 4 and 5? Could anyone please explain...
Hey! Thanks for trying to help. I have some legacy shaders in the projects, mostly on particles. Also, there are a couple of custom shaders that...
I still don't have this fixed. Could anyone suggest what could I try to do to solve this?
If you are using physically based sky, there's "miscellaneous -> exposure compensation" parameter. You can increase it and decrease directional...
Yes, it's a bug in 2022.2.14. I had to go back to 2022.2.13
In my game the scene is procedurally generated. All objects get created and placed after the game starts. Is it possible to generate the scene,...
I'm using Unity 2022.2.0b13 and HDRP 14.0.3 This is how the scene looks when I run the game in editor: [IMG] And this is how it looks in the...
I'm using Unity 2022.2.b14 and HDRP 14.0.3 I can't enable shadow map on the light The option is available, but I can't enable it. I click,...
Ok, looks like this was a noob question, as I found the obvious and trivial solution. Simply changing Planet Center Position parameter from -y to...
It looks like physicslly based sky is hard coded for XZ plane with Y up. So, I suspect with my game's XY, -Z up orientation light from the sky...
I mean fixed math library. I used this one. Also, I had some rare occasions of indeterminism even after replacing all float variables with fixed....
It might work faster if instead, for example [numthreads(1, 1, 1)] and shader.Dsipatch(ki, 1024, 1024, 1) you spread the numbers between groups...
@joepl Thank you for explanations, I'm now closer to understanding how to use DOTS properly. Even though it has shown rather moderate performance...